Turnchat Instruction Thread - Tuesday, January 24, 9 PM CST; January 25, 3:00 GMT

TimBentley

Deity
Joined
Apr 26, 2004
Messages
2,898
Location
Troy, MI
Term 6, Game Session 5, 1385 AD

This will be an online session.
The Designated Player is: TimBentley

Start Date/Time: Tuesday, January 24, 9 PM CST
GMT: Wednesday, January 25, 3:00

Relevant Links:
Current Save
Previous Turnchat Thread

Please use the "title" part of your instruction post to state your office title.

Instruction Checklist:
President - Instructions posted
Minister of Defense - Instructions posted
Minister of Foreign Affairs - No instructions posted
Minister of Trade and Technology - No instructions posted

Governor of Olympus - Instructions posted
Governor of Civatonia - Instructions posted
Governor of Styx - No instructions posted
Governor of Augean Stables - Instructions posted
Governor of Priapos - No instructions posted
Expatriate Governor - Instructions posted

Please use the following compass for directions:
compass_small.jpg


Only elected officials may post in this thread!
 
Don't accept flips.

Berlin:
Build queue:
granary->cavalries

Micromanagement:
turn 0: switch mined plains, hills to grasses
switch cav to granary (39f, 78s, 10fpt, 27spt)
turn 1: granary->cav
switch ESE grass, N grass to hills (50f, 27s, 9fpt, 31spt)
turn 2: new citizen should be working WNW plain
switch plain, hill to grasses (0f, 63s, 10fpt, 31spt)
turn 3: cav->cav (10f, 0s, 10fpt, 31spt)
turn 5: new citizen should be working hill (0f, 67s, 9fpt, 36spt)
turn 6: cav->cav
switch irrigated grass to plain (9f, 0s, 6fpt, 40spt)
turn 8: cav->cav (12f, 0s, 6fpt, 40spt)
turn 10: cav->cav (24f, 0s, 6fpt, 40spt)
turn 11: new citizen should be working plain
switch plain to irrigated grass (0f, 45s, 5fpt, 40spt)

Worker actions:
Priorities: railroad irrigated grass; chop, mine, and railroad forests (alter MM to get extra food in that case)


Besancon:
Build queue:
factory->cav->granary->cavs

Micromanagement:
turn 0: switch mountain to SE grass, switch desert to SSW plain (48f, 190s, 13fpt, 21spt)
turn 1: new citizen should be working mountain
switch SE grass to desert (0f, 214s, 7fpt, 26spt)
turn 2: factory done (7f, 0s, 7fpt, 39spt)
turn 3: switch irrigated plain to desert (14f, 39s, 4fpt, 42spt)
turn 4: cav->granary
switch deserts, mountain to irrigated grasses (18f, 0s, 16fpt, 30spt)
turn 6: granary->cav
switch irrigated grasses to mountain, 2 irrigated plains (50f, 0s, 10fpt, 37spt)
turn 7: new citizen should be working desert (0f, 40s, 8fpt, 40spt)

Worker actions:
Have all irrigated grasses railroaded by turn 4
Priorities: finish mountain, railroad plains, railroad irrigated grasses


Rome:
Build queue:
factory->bank->hospital->colosseum

Micromanagement:
turn 0: switch NNW grass to S hill (0f, 80s, 5fpt, 36spt)
turn 1: switch S hill to NNW grass (5f, 116s, 8fpt, 32spt)
turn 3: new citizen should be working S hill
switch S hill, iron mountain to SE desert, 2SW desert (0f, 184s, 10fpt, 26spt)
turn 5: factory->hospital
switch new citizen from iron mountain to desert (0f, 0s, 10fpt, 32spt)
turn 7: new citizen should be working iron mountain (0f, 74s, 8fpt, 42spt)
turn 8: switch desert to S hill (8f, 116s, 7fpt, 47spt)
turn 9: bank->hospital
switch deserts to hills (15f, 0s, 5fpt, 60spt)
turn 10: new citizen should be working mountain
switch 2 mountains, hill to 4 deserts (0f, 67s, 8fpt, 47spt)
turn 12: hospital->colosseum (placeholder)
switch 2 deserts to mountain, hill (16f, 0s, 5fpt, 60spt)
losing WLTKD would mess this up

Worker actions:
Have hills, mountain railroaded by turn 9, deserts railroaded by turn 10
Priorities: railroad hills, irrigate and railroad deserts, mine and railroad mountains


Istakhr:
Build queue:
workers

Micromanagement:
turn 0: switch 2 floodplains to 2 furs
turn 1: worker->worker
citizens should work floodplains (0f, 0s, 10fpt, 1spt)
turn 3: switch new citizen from mountain to fur (0f, 4s, 11fpt, 2spt)
turn 5: worker->worker
citizens should work 3 FPs, fur (0f, 0s, 11fpt, 2spt)
turn 7: new citizen should be working mountain (0f, 6s, 9fpt, 4spt)
turn 8: worker->worker
citizens should work 3 FPs, fur (9f, 0s, 11fpt, 2spt)
turn 9: switch new citizen from mountain to fur (0f, 4s, 12fpt, 3spt)
turn 11: worker->worker
citizens should work 3 FPs, 2 furs (0f, 0s, 12fpt, 3spt)
turn 13: citizens should work 6 FPs (0f, 8s, 20fpt, 1spt)
turn 14: worker->worker
citizens should now always work 3 floodplains, 2 furs, mountain (remember to reset after every worker build) (0f, 0s, 11fpt, 5spt)

Worker actions:
Have floodplain railroaded by turn 1, all floodplains railroad by turn 13
Priorities: railroad 2SE fur, railroad floodplains and plains, railroad mountains and desert, chop (although shields would be wasted), mine, railroad forest


The micromanagement may be altered based on worker actions or pollution.
 
Build queue:
4 cavalries->colosseum->cavalries

Micromanagement:
turn 0: switch 2NE plain, E grass to NNE mountain, ENE plain (24f, 0s, 6fpt, 40spt)
turn 1: new citizen should be working 2SW plain
switch ENE plain, NNE mountain to irrigated plain, grass (0f, 46s, 11fpt, 39spt)
turn 2: cav->cav (11f, 0s, 11fpt, 39spt)
turn 3: switch mined grass to mountain (22f, 39s, 9fpt, 40spt)
turn 4: cav->cav
new citizen should be working mountain
switch mountains to mined grass, mined plain (0f, 0s, 10fpt, 42spt)
turn 6: cav->cav (20f, 0s, 10fpt, 42spt)
turn 7: new citizen should be working mountain (0f, 48s, 8fpt, 48spt)
turn 8: cav->colosseum (8f, 0s, 8fpt, 48spt)
turn 10: (24f, 96s, 8fpt, 48spt)
turn 11: colosseum->cav
new citizen should be working mountain (0f, 0s, 6fpt, 54spt)
turn 13: cav->cav (12f, 0s, 6fpt, 54spt)
turn 15: cav->cav (24f, 0s, 6fpt, 54spt)

Worker actions:
Have both plains mined on or shortly after turn 16
Priorities: finish mountain, eventually mine some stuff


The micromanagement may be altered based on worker actions or pollution.
 
See this thread for the map Sorry - attachments are confusing me! :crazyeye:

Short version - move along the red lines, attack on the blue lines.

Expanded version:

Move the army towards Pasargadae, with the Cannon and several defensive troops halting S of Pas for bombard duty, while the rest of the army moves to the attack square to avoid crossing the river. Attack when you feel ready.

After Pasargadae is raized, move the army to Antioch, and destory it.

At this point, split the army in to units. Take the Cavalry armies and sweep towards the two western-most cities. Take the rest of the army and pay a visit to the X-Man in his capital. Raize the cities and salt the earth!

As you move the armies, use the worker stacks at their current location to build a rail-line to connect them. Augment those work crews with any captured workers. Be sure to connect the rail to Rome. Use at least one defensive troop to protect each worker stack.

Wounded units may rest as you see fit. All attacks are at your discretion.

General Notes
These plans are general guidelines, and should be changed to react to in-game events. All other troops are at your disrection. Please maintain the French Wall if at all possible.

Upgrades
None planned.

Good luck!
-- Ravensfire, Minister of Defense
 
Apologies if these instructions make no sense, I have gone down with another stinking cold and am not thinking clearly – if the instructions appear wrong they probably are! Use the discussions etc to make the best decision.

Luxury:
Use the slider in preference to specialists, maintaining the minimum necessary to prevent rioting, if only recently captured cities will riot, consider using specialists in that city rather than losing a lot of gpt to prevent minor cities rioting

Science:

General: Keep science high to achieve the techs in the minimum number of turns without defecit spending. A temporary small negative gpt is allowed as long as we have sufficient funds. Always check over the last few turns and reduce the science rate if it is possible to do so (you can do so now) and still get the tech in the same time.

After completion of Scientific Method, there should only be 2 turns before we complete Theory of Evolution, if that is the case and there is insufficient time to research another tech before we complete ToE, set the path for our 2 free techs and set research to 0% until we have our 2 free techs then revert to the general situation. If I’ve got it wrong, and there is time to research another useful tech (ie: Replaceable Parts or the Corporation) before we build ToE then do so dropping research to zero on completion and selecting our 2 free techs.

In case of emergency it is allowable to reduce science slightly to gain some additional gold necessary.
Do not let our treasury run dry!

Treasury Spending:
None requested, any necessary spending should allow us to keep a cushion of approx 300 gold to be used in emergencies and for future Infantry upgrades.

Wonders:
We want to build ToE and Hoover, Option C in the discussion thread involves building ToE in Olympus by joining Workers to allow Olympus to build ToE in 10 turns (using Bach’s will tell you – you may not need to take it as high as pop 20) and giving it for the duration of the build all the overlap tiles with Priapos that it need. Civantonia will build Hoover – you may need to use Universal Suffrage (same value) as prebuild as Bach’s will complete too soon. MM will get Hoover’s in 13, you may be able to get it in less if there are some workers to be able to join.

Great Leaders:
Next Military Leader: If early into the session and there’s an obvious choice from the discussion thread please take it, otherwise please stop
Scientific Leader: Depending on what Wonders are available, grab (in order of priority) Smith's, Bach's or Shakespeare's. Smith's or Bach's should be built in a city that can be quickly switched with no shields in the box and preferrably one of the outlying cities that need culture. Shakespeare's should be built in a very high food city that will get much larger than the others. Please do not waste shields, by rushing in a city with lots of shields stored.

Colonies:
Please use non-German slaves to build colonies if we need to :

Workers:
Please join Native Workers and German Slaves (total 5) to Olympus to reach size 20. There are 2 Natives E of the city and 3 German slaves SSE of Civantonia. You will have to adjust the stacks to get the numbers right again.

Other Natives and German Slaves may be joined to cities also if they can be freed from railing tasks, please adjusts any stacks for efficient railing/improving as necessary.

There are several large stacks of Workers (12 slaves or equivalent) that can build a section of rail on flat land in one turn. Preferably rail in 1 turn rather than eg: split the stacks and rail 2 tiles in 2 turns. It is more efficient and allows the Workers to be moved after 1 turn if they are threatened without wasting their efforts. The DP may use Workers to road to the front lines as needed by Minister of Defence or as necessary, just make sure the Workers are left in a safe position or adequately protected.

The Minister of Defence is able to use the Workers to prevent settling/blockade duty, the DP should balance this requirement against the railing that is required. The DP should also use Slaves rather than native Workers for blockade duty and have the workers roading/railing or do something rather than just fortify whilst they are blockading. Do not put the workers where they could be captured, use troops for those positions.

Keep our Workers safe, but that shouldn’t mean hiding in cities!

edit: watch out for the Persian Knight in French territory by Civantonia!
 
Please chop the forests, railroad all tiles and mine the deforested tiles. Any tiles borrowed from Priapos are to be treated with the best hospitality Olympus has.

Buildqueue: Prebuild for Theory of Everything Evolution - use Universal Suffrage, Smith's Trading Company -or- JS Bach's Cathedral; whichever is available.
 
Preturn: 1385 AD
Turn 6 (forgot turn 5 save): 1415 AD
Turn 11: 1440 AD

The war started off well, razing Pasargadae in turn 3 and Antioch in turn 6. In turn 5, Japan and Persia signed a military alliance against us and France (I assume). We razed Omi, and I would have razed Izumi except it was size 2 at the time and therefore capturable (it quickly became size 1 again).

In turn 8, the RNG decided to give both good and bad luck. We got a SGL for researching scientific method, Plato, who rushed Smith's Trading Company in Istakhr. However, an army lost over half its health attacking a conscript rifle in Arbela and died.

We built Theory of Evolution (getting atomic theory and electronics) in turn 10 and Hoover Dam in Civantonia on turn 11.

We have been researching replaceable parts for one turn. Persepolis has only two redlined riflemen, but I forgot to bring up healthy reinforcements, so I was unable to take the city (should be done in turn 1 in the next turnchat). Arbela has only conscript riflemen, but the other army also lost over half its health (but starting with almost full health) killing a rifleman.
 
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